Originally posted by emergent Thanks, kengar. I am not realy sure its a good idea, but wanted to at least look at it. I know I saw it somewhere -- maybe in a swashbuckler type book.
It was an option in Swashbuckling Adventures as a conversion system for the Arcana system from 7th Sea.
7th Sea lets you buy a virtue, or get points for taking a hubris. In the original game, you can activate a virtue to help you in a situation when that personality trait was relevant. The GM can activate a hubris to screw you up in a situation when the trait is relevant.
In Swashbuckling Adventures, virtues are feats. If you choose to take a hubris, you get an extra feat. Here are some examples:
Altruistic (Virtue) - once per day, you may activate your virtue to reroll any roll made while attempting to help someone else.
Arrogant (Hubris) - once per day, the GM can activate your Hubris in order to make you show disdain or contempt for someone else.
So yeah, the flaws can be pretty severe, considering that there is no way to resist their effects. Imagine, if you will, if someone (like the GM) decided to activate your Arrogant hubris while your character was, say, trying to convince a powerful archmage to help the party, or worse, to refrain from killing the party. Played kindly, they can make for interesting RP opportunities. Played mean, they can lead to the death of an entire party.